for all video, audio, internet & print
own platform for media partners
makes their content available in VR/AR & on every device (incl. PS4)
cross-provider content searches
e.g. video-player: YouTube, PayTV, all TV channels, video calls, social media
but also for Shopping,
Services, Games, Pets,
Education, Travel, etc.
all contacts & chats in one app
(mail, SMS, other messengers)
cross-network chat history
cross-network news feed & postings
video calls, avatars, AR-stickers
synchronized on all devices
3D/VR/AR for ...
- extremely intuitive to use
- immersive experience
- social (avatar-system)
- playful (optional, serious too)
- maximum customizable
- free VR/AR availability of their
(media) content: new target group
- gamification: longer usage
- VR experience: more sharings
- big data (needs users consent)
- almost no competition
- new market & future ready
- endlessly expandable
- starting point VR/AR/BCI
- over 8 revenue streams
... but it's optional!
(also in 2D)
... thanks to groundbreaking breakthroughs in VR genetics even with legs!!! :-O
(hold left mouse button
pressed to move around)
2D photo to 3D avatar
Product Placement & Ads, Data, Polls: reaches all users
In-App-Purchases: average of all users: $ 8.8 (ARPU)
(focus Asia: +40%) up to $ 550 average per paying user
Location Features & VR Shopping: reaches ~10-30%
Combines the huge user numbers of social networks with the high revenues of games & market places!
TAM 2D/3D: 3,484 billion
SAM 2D/3D: ~2 billion, because all devices, worldwide available, useful for everyone
SOM 2D/3D: ~1 billion, because unique as Multi-Messenger & App-Aggregator
(Competitors don't integrate all messages / news into one chat / feed, but only have tabs to switch between different providers, which has little advantage over using browser tabs and doesn't solve the 10 problems we've shown above.)
Focus on 2D/3D/AR:
Web, Android & iOS
AR Pets & Objects
SOM VR: only 3-10 millions, but unique opportunity
little competition: stores will push us
focus PlayStation: ~40 free VR apps
and 4 million potential VR users (and 90 million PS4 users for 3D)
grow with the market as pioneer
VR Store: reaches all VR users & devices
In-App-Purchases: higher ARPU: "build your perfect world
and enjoy it or share it with all your friends (also via 3D)"
Product Placement: more content (e.g. on social places)
VR Shopping: reaches more users in VR (~50-80%)
Location Features: 3D objects as decoration (not only AR)
Taxes & Land Sales: in 2015 alone, Second Life had an estimated GDP of $ 500 millions (similar business model)
Ads, Data & Polls: new chances in VR with low competition
Many business models of the real world can be transferred to the digital, virtual world and are without any competition there. The Spatial Web will replace the 2D Web at the latest with 5G & BCI in the next 10-20 years and connect will play a key role.
*right timing is the key:
having a VR independent value for billions of users gives us the chance to build a huge community in non-VR and - thanks to our 2D/3D/VR/AR live-switch - convert them to new VR users at any time without the need of installing a different app version
... become the starting point for VR
collect users & wait for the right timing*
2 Main Markets: Apps & VR
Biggest value of social networks: many other users (cf. FB vs. MySpace)
-> address wide target group
-> all devices, stores & niches
(niches: e.g. mails or SMS on the PlayStation)
-> Multi-Messenger: reach more
people than in Facebook
(because FB and others are integrated)
& solve chicken-egg-problem
of new & empty networks
Multi-Messenger with Gamification
TRACTION & TIMELINE
(8) Ads, Data & Polls + Partner Content
(3) VR Shopping & (4) VR Store & (6) Land Sells + Virtual Homes & User Content
(2) Product Placement + Avatars & Social VR
(7) Location Functions + Multi-Messenger
(5) Media Partners + Multi-Media-Integration
(1) In-App-Purchases + Customization
We started in 2015
and most work is almost finished & in testing phase.
VivePort VR-Store: Popularity Rank 15
out of 1700 VR apps
after 6 Weeks
Release PlayStore (Android)
Release Steam (PC/VR))
Release Web-Version (PC/VR)
Release Oculus Store (VR)
Release PlayStation (3D/VR)
Release AppStore (iOS)
> 40.000 downloads
up to 4000 monthly active users
no marketing measures yet (MVP first!)
currently only on PC (Steam & Viveport)
PHASE 1: Optimize everything
(1) optimize app experience with tester feedback
(2) release app in all stores for all devices (incl. PS4)
(3) if necessary invest up to € 100k in ASO, SEO, influencers & YouTube to get 30,000 active users
(4) prepare all growth hacking tricks of phase 2
(only programming, low costs) & run small tests
PHASE 2: Turn every user into an influencer
maximize people in each cycle
... because it is much more fun to start doubling user numbers with 30k than with 6k ...
PHASE 3: Free media reports worldwide
wait for the right timing (e.g. VR market or big enough) & get free media reports worldwide (in return for our interface)
> 200,000 media contacts + interesting topic + prepared mega stories = last kick to get the snowball rolling
ready to rock? ->
start media support!
5 Tricks to turn every user into an influencer (3 examples):
"sent by connect"-link attached in our Multi-Messenger (emails, SMS, FB, WhatsApp, Skype, LinkedIn, etc.) If you suddenly read "sent by connect" everywhere, wouldn't you get curious and ask or click on the link?
rewards like limited virtual pets or games for Multi-Messenger-sharings (e.g. media links, 360° videos or screenshots of the virtual home or stickers)
mobile: trigger word of mouth with AR pets or games, realistic ring tones (e.g. fall of a coin) & our secret safe
(1) Maximize the number of people every user reaches:
Multi-Messenger-chats with the entire network & sharings
in all other (social) networks to reach hundreds of contacts
(2) Maximize frequency with which users promote connect: different tricks that appeal to different target groups and
work in different setups (e.g. also outdoor), as well as
extremely exciting & rare rewards for unaware promotion
Our primary goal? We want to create a data protected alternative for social networks and messengers. A look back at history shows that transparency makes people easy to manipulate and vulnerable.
Especially Virtual Reality makes behavioural observations automatable and should not suffer the same fate as the Internet.
Of course we also have to finance connect, but altruistic goals and making money do not have to conflict with each other. Since our financial success depends almost completely on our user numbers, an unlimited user focus also makes economic sense. That is why we make all decisions dependent on the wishes of our users. Take this as a promise.
Together we first 3 have ...
> 30 years experience
as game & software
> 10 years with VR
> 20 own games
> half a million users
All 3 serial entrepreneurs with ...
> 40 years leadership
> 10 own companies
> 50 million turnover
Interested in joining our mission?
There's always room for the best!
Freelancers are also welcome!